Using and exporting experience gained in a video game

ABSTRACT

Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games.

FIELD

Aspects of the disclosure relate to computer systems and computersoftware. More particularly, aspects of the disclosure relate to videogame software, methods of administering massive multiplayer onlinegames, managing player experience levels and progress, and methods ofplaying video games.

BACKGROUND

Video games are increasingly popular. Online multiplayer video gameshave become particularly popular due, at least in part, to the abilityof players to compete with multiple other human players.

Popular genres of multiplayer games include the first-person-shooter(FPS) and the third-person shooter genres. In FPS games, the player'son-screen view simulates the view of the character or vehicle controlledby the player; that is, the first-person view. The object of many FPSgames is to accomplish a goal within a game. Common goals includekilling other game characters that represent other players, capturingflags that represent opponents' territory, assaulting another team'sbase, and the like. Third person shooter games often have similar goalsbut differ in the perspective of the player. In third person shooters,the player views the game world from above or behind the character orvehicle controlled by the player.

Because online multiplayer games have become increasingly common, thereis substantial competition between the offered games regarding obtainingand retaining consumers. Repetitive play can often lead to playersbecoming bored with a particular game.

SUMMARY

An aspect of the disclosure provides one or more tangible computerreadable media storing computer executable instructions that, whenexecuted, cause a system to perform a method. The method includes a stepof defining a first class of experience in a first graphically simulatedvirtual world hosted on one or more game servers, wherein the firstclass of experience is earned when a user uses a first vehicle in thegraphically simulated virtual world, wherein until a predeterminedcondition is met said first class of experience is usable only to unlockobjects in a same tech tree as the first vehicle. The tech tree mayinclude both modules compatible with the first vehicle, as well asvehicles within a same family as the first vehicle The method alsoincludes defining a second class of experience in the first graphicallysimulated virtual world, wherein the second class of experience isearned when the user uses the first vehicle in the first graphicallysimulated virtual world, and wherein the second class of experience isusable to unlock vehicles not in the same tech tree as the firstvehicle, and further usable to upgrade objects not compatible with thefirst vehicle. In some aspects only the first class of experience may beused to unlock vehicles in the same tech tree as the first vehicle. Inother aspects either the first or second classes of experience may beused to unlock vehicles in the same tech tree as the first vehicle.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative network environment in which one or moreaspects described herein may be used.

FIG. 2 is a block diagram illustrating an example virtual world clientaccording to one or more aspects described herein.

FIG. 3 is a block diagram illustrating an example virtual world serveraccording to one or more aspects described herein.

FIG. 4 illustrates a block architecture diagram of software modules thatmay be used to implement various features described herein.

FIG. 5A illustrates an instance of a character object according tovarious features described herein.

FIG. 5B illustrates an instance of a vehicle object according to variousfeatures described herein.

FIG. 6A illustrates a screenshot of a video game implementing one ormore illustrative aspects described herein.

FIG. 6B illustrates a screenshot of a video game implementing one ormore illustrative aspects described herein.

FIG. 7 illustrates a screenshot of a video game implementing one or moreillustrative aspects described herein.

FIG. 8 illustrates a workflow describing various features describedherein.

FIG. 9 illustrates a workflow describing various features describedherein.

FIG. 10 illustrates a workflow describing various features describedherein.

DETAILED DESCRIPTION

In the following description of the various aspects, reference is madeto the accompanying drawings, which form a part hereof, and in which isshown by way of illustration how various features described herein maybe practiced. It is understood that other embodiments may be used andstructural and functional modifications may be made.

FIG. 1 illustrates a network environment in which clients 101 mayinteract with virtual world servers 105 to provide a virtual world forusers to access. Clients 101 may include a variety of devices includinggeneric data processing device 101 a, personal computer (PC) 101 b,laptop, portable, or netbook computer 101 c, personal data assistant,mobile phone or device 101 d, a tablet device (not shown) and the like.Each of clients 101 may have a network adapter that allows clients 101to connect to virtual world servers 105 through network 100. In oneexample, network 100 may include an Internet Protocol (IP) basednetwork, e.g., the Internet. Other networks may include cellularnetworks, cable networks, fiber optic networks, wireless networks, wirednetwork and/or combinations thereof. Network 100 may further include oneor more sub-networks such as wired or wireless local area networks(LANs), wide area networks (WANs), and the like.

In one or more arrangements, virtual world servers 105 may be includedin a virtual world server system 103 that includes multiple linkedservers 105. Using such a distributed system, servers 105 may be able todistribute load across each of server 105. For example, if server 105 ais experienced high loads, some of the operations may be passed toeither server 105 b or 105 c or both. Load may further be distributedbased on user geography or on other predetermined bases. Alternatively,the virtual world may be hosted on a single server, e.g., virtual worldserver 105 a. Each of servers 105 may collectively generate and manage asingle instance of the virtual world, or each server 105 a, 105 b and105 c may provide independent instances of the world. An instance of avirtual world, as used herein, describes a stand-alone copy of thevirtual world that does not interact with or depend on other instancesof the virtual world. Depending on the processing load, a virtual worldserver system 103 may divide a plurality of users among multipleinstances of the virtual world, each hosted on a different server, toreduce or alleviate overloading on a single server or preventoverpopulation. Each server 105 may be logical or physical, e.g.,multiple logical servers may reside and be running on the same physicalcomputing device/server, or servers may be physically separate devices.

The network environment of FIG. 1. may also associate with one or moreexperience exchange servers 106. As used herein, an experience exchangeserver 106 may allow the exchange of one or more classes of userexperience points and/or levels between different virtual worlds (e.g.,a different game than the game on which the experience points wereobtained). The different virtual world may be associated with thevirtual world server system 103 and/or may be associated with one ormore different virtual world server systems (not shown).

FIG. 2 illustrates an example client device 200 such as PC 101 b(FIG. 1) that may be used to access and interact with a virtual worldprovided by a virtual world server such as server 105 a of FIG. 1.Client device 200 may include a variety of components and modulesincluding a processor 217, random access memory (RAM) 215, read onlymemory (ROM) 213, databases 201 and 203, client software 205, outputadapter 211, input interface 209 and communication interface 207.Software, databases, operating systems, and the like may be stored innonvolatile memory 206 (e.g., a magnetic disk or solid state hard drive,or equivalent). Object database 201 may be configured to store datadefining and otherwise associated with an object used by a user ofdevice 200 to explore and interact with the virtual world. Worlddatabase 203, on the other hand, may be configured to store data fordefining and generating the environment in which the objects exist. Forexample, world database 203 may store texture maps for rendering a flooror ground, walls, a sky and the like. In another example, world database203 may store simulated environments, buildings, trees and other datadefining animate or inanimate objects existing in the world, datadefining computer controlled characters and the like. Each of database201, 203 may or may not be a conventional database, and instead mayrefer to data stored in a memory, accessed as needed by the clientsoftware. Data associated with an object or the virtual world may becommunicated between client device 200 and a virtual world server usingcommunication interface 207. For example, object positions, attributesand status may be updated or environments may be changed bycommunicating such data through interface 207.

The world and the objects may be rendered by client software 205 andsubsequently sent to output adapter 211 and display 219. The clientsoftware 205 may, in one or more arrangements, be configured togenerated three dimensional (3-D) models of the virtual world andcomponents thereof as well as the object corresponding to a user. A usermay control the object and interact with the world through inputinterface 209 using various types of input devices including keyboard223 and mouse 225. Other types of input devices may include a microphone(e.g., for voice communications over the network), joysticks, motionsensing devices and/or combinations thereof. In one or morearrangements, music or other audio such as speech may be included aspart of the virtual world. In such instances, the audio may be outputtedthrough speaker 221.

Client software 205, computer executable instructions, and other dataused by processor 217 and other components of client device 200 may bestored RAM 215, ROM 213, nonvolatile memory 206 or a combinationthereof. Other types of memory may also be used, including both volatileand nonvolatile memory. Software 205 may provide instructions toprocessor 217 such that when the instructions are executed, processor217, client device 200 and/or other components thereof are caused toperform functions and methods described herein. In one example,instructions for generating a user interface for interfacing with thevirtual world server may be stored in RAM 215, ROM 213 and/ornonvolatile memory 206. Client software 205 may include bothapplications and operating system software, and may include codesegments, instructions, applets, pre-compiled code, compiled code,computer programs, program modules, engines, program logic, andcombinations thereof. Computer executable instructions and data mayfurther be stored on some physical form of computer readable storagemedia (referred to herein as “computer memory”) including, e.g.,electrically erasable programmable read-only memory (EEPROM), flashmemory or other memory technology, CD-ROM, DVD or other optical diskstorage, magnetic cassettes, magnetic tape, magnetic storage and thelike.

Referring now to FIG. 3, a virtual world server 300 may be configured togenerate and operate a massive multiplayer online game, such as virtualworld or the like. Server 300 may include processor 301, ROM 303, RAM305, communication interface 307, object position database 309, worlddatabase 311, user database 313, server software 317, and a statisticsdatabase 312. Object position database 309 may be configured to storeposition information for each object (e.g., based on commands to move avehicle received from each client). The statistics database 312 may beconfigured to store and/or transfer statistics relevant to gameoperation, including, for example, tracking player achievement andgeneral game server performance.

A world database 311 may store rules, algorithms and other data forinteractions that are available in the world. For example, a manner inwhich a computer controller character moves or otherwise behaves may bedefined in data stored in world database 311. Additionally, iteminformation may be defined in world database 311 so that items may notbe modified by each client. In another example, world database 311 maystore location information for non-object items and components. Userdatabase 313, on the other hand, may be configured to store informationdescribing a user controlling an object. For example, user database 313may include account information, user preferences, one or more classesof user experience points and/or levels, payment information, useridentification information, character definitions, state tables, and thelike. Each of databases 309, 311, 312, 313 may or may not be aconventional database, and instead may refer to data stored in a memory,accessed as needed by the server software. For example, user database313 may in fact be a collection of multiple databases or databasetables.

Features described herein may be used with or in a variety of videogames, including but not limited to, WORLD OF TANKS™ by Wargaming.net®.Aspects described herein may also be used with other video games and arenot limited to any one genre or implementation. Aspects described hereinmay be implemented in video game application software stored on acomputer readable medium, e.g., storage 201, 203, 205, 206, 213, 215,309, 311 312, and/or 313, and executable by a data processing device.

Various aspects of the disclosure provide features and capabilities thatenhance game play by providing options through which users can developstrategies to play the video game. According to various aspectsdescribed herein, a video game may provide a graphically stimulatedvirtual world or virtual environment, in which the game takes place,referred to herein interchangeably as a virtual world and as a simulatedenvironment of the video game. The simulated environment may havefeatures similar to actual geographic locations or may have fictional,science fiction or fantasy-themed environments.

According to various aspects, the game may involve multi-playercombat-based tournaments combined with an experience-based rewardsystem. As users accomplish predefined tasks or achievements within thegame, the player may be given one or more types of reward points. Rewardpoints may subsequently be exchanged for in-game items, goods, features,etc., or otherwise used in accordance with one or more aspects describedherein. In one example, reward points may be used to initiate or perform“research” to unlock more powerful, stronger, or otherwise moredesirable elements within the game. The discussion below indicatesvarious features and items that may be researched and used, as a playerdevelops a character or vehicle within the game.

FIG. 4 illustrates a block diagram of a video game software application401. Each block in FIG. 4 illustrates a logical software module orfunction that performs an action, provides a capability or feature,implements an object, or performs some other aspect of the video game.When the video game software 401 executes on a data processing systemsuch as a PC or game console, the modules operate collectively toprovide a video game experience to a player. The modules illustrated inFIG. 4 are illustrative only, and additional or different modules may beused. The same, additional or different modules may be executed intandem on a server with which each client device is connected.

Video game software 401 may include, e.g., a game manager module 402,which manages the overall operation of the video game and may be theinitial module launched when the video game is executed. Video gamesoftware 401 may also include a network module 403, which managesnetwork games sessions. A network game session may include e.g., aco-operative campaign with other networked players, or othercompartmentalized periods of game play involving players located atdiscrete network locations. A memory manager module 409 performs memorymanagement during execution of the video game 401. An input module 404may receive and interpret user input via a game controller, keyboard,mouse, and the like, and provide the interpreted commands to gamemanager 402, network module 403, or other applicable module. UI module405 may manage and control the user interface, including the displaydisplayed on the video output device, interpreting input via the inputmodule 404, and providing audio output via audio module 408.

Various software modules may operate with one or more classes or objectsdefined and used in the video game 401. The classes and objects may bedefined with reference to an object module 410, and may include portionsof executable software code and/or one or more data structures,depending on the object. Each object may be rendered and simulated inthe virtual world in accordance with a physics engine 407. Video gamesoftware 401 may include other software modules 411 as needed. FIG. 4illustrates one possible software architecture. Others may be used. Eachmodule depicted in FIG. 4 may communicate directly or indirectly witheach other module, e.g., by passing objects, data, parameters, input,and output, etc.

A first class of in-game objects may define characters in the videogame. Characters may be defined by various attributes associated withthe character, e.g., name, physical appearance, skills, etc. Skills maybe defined based on a character's genre or task, e.g., gunners, tankcommanders, and drivers in the present example. A gunner may have skillssuch as aiming accuracy and aiming speed, a tank commander may haveskills that regulate the overall efficiency of the tank crew, a drivermay have skills that determine the vehicle speed or precision ofdirection. Additional character attributes may include one or more otherskills that can improve performance of the character or vehicle so as toenhance the strategic gaming experience such as firefighting skills, theability to repair vehicles, the ability to camouflage vehicles, and thelike.

A second class of in-game objects may define vehicles in the video game.A vehicle may be defined as any simulated inanimate object directly orindirectly controllable by or dependent on an in-game character oruser/player. Illustrative vehicles may include tanks, airplanes, ships(and/or submarines), and the like. Vehicles may have various attributesand functions that provide advantageous qualities to the vehicle duringcombat. For example, some vehicles might be fast with minimal firepower,whereas other vehicles may be slower but extremely powerful. Infinitevariations of strength, speed, defense, and any other attribute arepossible.

Object module 410 may provide an array of vehicles, vehicle components,characters and other equipment. Vehicles, vehicle components, charactersand other equipment may be defined by one or more objects andinstantiated during the game. Each object may have various attributesand functions and provide advantages and disadvantages based thereon. Avehicle component may refer to an upgradeable component of a vehicle,e.g., armor plating, engine, guns, etc.

FIG. 5A illustrates a block diagram of an instance 501 of a characterobject. Object instance 501 has an object class 505 (Character).Instance 501 may acquire one or more attributes from the object class.Attributes 507, when examined, define a state of the instance. In thisexample, the Character has the following attributes: Name 511,Qualification 512, Training Level 513, and Competence 514. A charactermay also have additional skill types 509. Additional skill types mayinclude Repair Skills 515, Firefighting skills 516, and Camouflageskills 517. Other skill types, attributes, etc., may also oralternatively be used.

Each attribute may have a particular value. The attribute may have adefault value inherited from the Qualification type 512. For someattributes, a player may increase attribute value by allocatingexperience points, gained during gameplay, to the character. Increasedattribute value enhances gameplay by improving performance of thevehicle containing the characters. For example, by allocating experiencepoints to the gunner of a tank, the Training Level 513 may be increasedresulting in more accurate gun pointing by a vehicle containing thatcharacter, leading to improved vehicle performance during battle.Similarly, the effectiveness of the additional skill types is increasedin accordance with the value of the skill. Thus, for example, aFirefighting skill 516 value of 100% is proportionally more effectivethan a value of 50%. Increased firefighting effectiveness results inreduced damage to the vehicle in the event of a fire. By staffing avehicle with characters having improved attributes and skills, vehicleperformance is maximized allowing for a more effective performanceduring game play.

In some embodiments, attributes might not be able to be changed.Qualification 512 may not be changed; for example, a driver may not beretrained as a gunner. A character's Competence attribute 514 refers totheir ability to operate a specific vehicle type; for example a specifictype of tank such as the M3 Stuart tank. Competence 514 may be changedby retraining the character to operate the same Qualification 512 on adifferent vehicle. Changing Competence 514 may result in a decreasedTraining Level 513 in the new vehicle. Additional experience points maybe used to raise the Training Level 513 in the new vehicle. A charactermay eventually be associated with multiple competence attributes—one pervehicle the character has been associated with.

FIG. 5B illustrates a block diagram of an instance 551 of a vehicleobject. Object instance 551 has an object class 555 (Vehicle). Instance551 may acquire one or more attributes 557 from the object class.Attributes 557, when examined, define a state of the instance. In thisexample, object instance 551 is a Liechttraktor Tank and has attributesassociated with tank properties. Exemplary attributes include Name 561,Hit Points 563, Weight/Load limit 564, Engine Power (h.p.) 565, SpeedLimit 566, Hull Armor 567, Turret Armor 568, Standard Shell Damage 569,Standard Shell Penetration 570, Rate of Fire 571, Turret Traverse Speed572, View Range 573, and Signal Range 574. These attribute contribute tothe vehicle's effectiveness in combat. Attribute types may also have anattribute value, which determines the effectiveness of the attributefunction. For example, the Speed Limit attribute 566 has a value of 46km/h, which indicates how fast the vehicle can travel. One or more ofthe attributes, alone or in combination, may be used to assign thevehicle to a subclass. In this example, vehicle 551 may be in a subclassof tanks referred to as “Light Tanks” based on hit points, speed, armor,etc. Other classes of tanks may include medium tanks and heavy tanks,among others. Subclass may be used to quickly identify to a user ageneral approximation of attributes associated with a vehicle withoutrequiring the user to review each attribute in detail.

Aspects of the disclosure involve altering object attributes in responseto experience obtained within the game. Altering attributes provides forenhancing the skills of the character and enhancing properties ofvehicle and vehicle components. Altered attributes provides the gameplayer with vehicle and characters able to compete more effectivelyagainst other players.

Using Modules to Upgrade Vehicle Attributes

Vehicle attributes may be altered by adding or upgrading modulesassociated with a vehicle. A vehicle contains modules classes 559. Eachmodule class may contain one of a variety of module types appropriate tothe module class. In one example, module classes may include Gun 575,Turret 576, Engine 577, Suspension 578, and Radio 579. Additional 580modules may be added to provide additional functions or otherwise modifyvehicle attributes 557. Within each class, a vehicle may be outfittedwith one module type that falls within the class. For example, fiveincreasingly powerful gun types may be available within the gun class.Similarly, there may be multiple radio types within the radio class.Adding or changing a module type alters vehicle attributes 557 based onthe effectiveness of the newly installed module type. Thus, for example,if the Radio module 579 type SCR 209 is replaced by a more advancedmodule the Signal Range 574 attribute value may increase based on asignal range value associated with the more advanced module. Anincreased Signal Range value, in turn, may allow the vehicle to detectenemies at greater distances during game play, making the player morecompetitive against opponents and resulting in an enhanced gameplayexperience for that player.

Experience Points and Research

During game play (e.g., between game sessions), new vehicles and newmodules for vehicles may be unlocked by a player in exchange forexperience points. In some embodiments, a user might gain points for asingle experience class. In other embodiments, points may be earned fortwo or more different experience classes. Different experience classesmay be used to gain access to different features in the game. Forexample, points earned in a first experience class may be used to allowa user access to a first set of game objects (e.g. vehicles and/orvehicle modules) but not a second, different set of game objects. Pointsearned in the second experience class may be used to allow a user accessto a different set of game objects than the first experience class. Thefirst and second sets may share some objects in common, or may insteadbe completely distinct.

In one example, where the first experience class is battle experience,battle experience may be used to unlock any object in the same tech treeas the vehicle in which the battle experience was earned, but may not beused to unlock objects not in the same tech tree as the vehicle in whichthe experience was earned. In this example, where the second experienceis free experience, the free experience may be used to unlock any objectin any tech tree, regardless of the vehicle in which the free experiencewas earned.

Collectively, the experience classes may be referred to herein as the“Primary Currency” of the game. Primary Currency is the main route forplayers to acquire upgraded vehicles, modules, and personnel. A secondtype of currency, defined herein as “Alternative Currency” may beprovided to a player in exchange for alternative compensation, e.g., bycompleting secondary in-game tasks, completing objectives, or inexchange for the payment of money. In some embodiments, the software mayallow some or all of a first experience class to be converted into oneor more of the different experience classes. In some aspects, suchconversion may only be permitted when a predetermined condition is met.Various predetermined conditions may be imposed. For example, thesoftware may prevent conversion until a vehicle has been upgraded to aparticular status. For example, all objects in the same tech tree as avehicle might be required to be unlocked before conversion from thefirst experience class to the second experience class is permitted. Sucha vehicle is said to be an “elite” vehicle or having acquired elitestatus. A cost may be imposed on the user for conversion (e.g.,Alternative Currency).

In other aspects, players may have the option to convert Battleexperience to Free experience under different conditions. For example,“Premium” vehicles may be available to a player in exchange forAlternative Currency. A Premium vehicle may refer to a vehicle similarto an elite vehicle in that the vehicle includes all possible moduleupgrades and vehicles within the same tech tree family, however, thePremium vehicle may be purchased for the alternative currency whereasthe elite vehicle was unlocked using one or more classes of experiencethrough gameplay. Players who purchase Premium vehicles may be permittedto convert Battle experience to Free experience without first achievingany predetermined condition in the Premium Vehicle. In other aspects,predetermined conditions imposed on Premium vehicles might be differentfrom those imposed on non-Premium vehicles.

FIG. 8 provides an illustrative example of conversion between twodifferent experience classes. A first class of experience may be definedherein as “Battle” experience. In step 801 the player receives Battleexperience points based on the player's performance during a gamesession. Battle experience may be accumulated in step 801 based onvarious parameters including overall team performance during the battle,vehicle survival, combat activity (actively attacking targets and beingattacked by enemies), number of targets detected, number of targetsdestroyed, critical damage caused to enemy, amount of points awarded forcapturing enemy bases. A second class of experience, defined herein as“Free” experience, may also be obtained during play. In step 802, thesoftware calculates Free experience as a portion of the Battleexperience gained in step 801.

Steps 803-806 illustrate an example of converting points from a firstexperience class into a second experience class. In step 803 the playerelects to convert Battle experience to Free experience. In step 804 thesystem determines whether the Battle experience the player wishes toconvert is associated with an Elite Unit. Elite Units are vehicles inwhich all objects in the tech tree have been unlocked, including anymodules that can be used with the vehicle as well as any variations ofthe vehicle included within the tech tree (see, e.g., medium tank andheavy tank in FIG. 6A). Elite Units may continue to accrue Battleexperience during gameplay e.g. 801; however, because no further moduleupgrades for the earning vehicle can be unlocked, the Battle Experiencecannot be used to upgrade the Elite Unit. In step 804, the systemdetermines whether the predetermined condition for conversion has beenmet; e.g., whether the vehicle has obtained Elite Unit status 804. IfElite Unit status has not been achieved, conversion to Free experienceis prevented. On the other hand, if Elite Unit status is achieved forthe vehicle, Battle experience earned in the vehicle is converted toFree experience. In step 805 the system determines how much AlternativeCurrency (zero or more may be required) is required to convert theBattle experience into Free experience, and reduces the player'sAlternative Currency amount accordingly. The user's Free experience isthen increased in step 806. Battle experience earned in a non-Elite Unitmay not be converted into Free experience.

If a user elects not to convert Battle experience to free experience(step 803) or the system determines that the vehicle in which the Battleexperience points were earned is not an Elite Unit (step 804), then theBattle Experience is added to the player's total Battle Experience (step807).

FIG. 9 illustrates an example of how the two classes of experience maybe used to unlock advanced in-game objects such as vehicles and modulesusing research. In step 901 a player may initiate research on a vehicleor module. In step 902 the game software determines whether the playerselected to research a vehicle. If so, in step 910 the softwaredetermines whether the vehicle may be researched using Battleexperience. Battle experience might not be used to unlock new vehicles.For example, Battle experience might only be used to unlock vehiclesavailable in the tech tree of the vehicles in which the Battleexperience was earned. In some aspects, a hierarchy of vehicles iscreated within a tech tree; for example, a player might be required tounlock a new vehicle that has lesser attributes before being allowed tounlock other vehicles that have more advantageous attributes. Thus, theplayer may be required to unlock sequentially the next available vehiclein the earning vehicle's tech tree. If Battle experience may be used tounlock the vehicle, the software determines whether the player hassufficient Battle experience in step 911. If so, the new vehicle becomesavailable (step 912) and Battle experience is decreased by the amount ofexperience spent researching the vehicle (step 906).

If Battle experience may not be used to unlock the vehicle (e.g., thevehicle sought to be unlocked is outside the tech tree of the vehiclethe player used to earn the Battle experience) the game software mightnext determine in step 913 whether the player has accumulated sufficientFree experience to research the selected vehicle. In some aspects, Freeexperience may be used to unlock any vehicle. If there is sufficientFree experience, then the new vehicle becomes available to the player instep 914, and the amount of the Free experience is decreased by theamount of Free experience spent researching the vehicle (step 909).

On the other hand, if the player elects to research a module, thesoftware determines in step 903 whether the module can be researchedusing Battle experience. Battle experience may be used to researchmodules that can be mounted on the vehicle that the player used to earnthe Battle experience points. FIG. 6B shows an example of unlockablevehicles arranged in a tech tree format. In step 904 the softwaredetermines whether the player has accumulated sufficient BattleExperience to unlock the module. If so, step 905 unlocks the modulemaking it available for purchase and mounting on the vehicle. Step 906decreases the amount of the player's Battle experience by the amount ofexperience spent researching the module.

If the software determines in step 903 the module cannot be researchedusing Battle experience, then, in step 907, the system determineswhether the player has sufficient Free experience to unlock the module.If so, step 908 unlocks the module making it available for purchase andmounting on the vehicle. Step 909 decreases the amount of the user'sFree experience by the amount of experience spent researching themodule.

FIG. 6A shows a screenshot of an example tech tree (also known as a gameprogress tech tree) for a Medium Tank object KV-13. All modules andavailable tanks (e.g. T-43) present in the tech tree have been unlockedand are available for player use. FIG. 6B shows a screenshot of a tanktech tree that may be researched for a T1 Cunningham tank object. FIG. 7is an example of a main screen of an illustrative game.

The use of Alternative Currency (e.g., money) described above may bestructured to minimize or eliminate the ability of players to upgradevehicles or characters simply by spending large amounts of money. In theexamples described above, this objective is achieved by limiting accessto particularly advantageous game benefits, such as new vehicles, toFree experience. Because Free experience may be awarded to a player at arate substantially less that the rate Battle experience accumulates, theability of a beginning player to access new vehicles and upgradedmodules is limited. Further, because the only other source of Freeexperience requires Battle Experience earned on an Elite Unit, a newplayer may not immediately acquire advanced vehicles by usingAlternative Currency.

Making player merit the main route for a player achieving upgradedvehicles is a particularly effective way of retaining players. Newplayers recognize that advancing in the game depends substantially onmerit because the game must be played to advance. Players are thereforemore inclined to keep playing because they are not dissuaded fromdeveloping their vehicle by the possibility that a newcomer may gainadvanced status simply by paying money.

Exporting Experience from the First Game

In some aspects, the disclosure provides for exporting objects such ascharacters, vehicles and modules for use in other video games. Afterplaying a game for a period of time, the player may have gained andspent experience, as well as money, to research, develop, and/orpurchase an object 551 such as a vehicle with advanced attributes and/oran experienced crew 501. Over time, however, a player may become lessinterested in a game due to repetitive gameplay or completion of thegame. Player retention can be enhanced by allowing the player torecapture the effort expended in the first game for use in a secondgame. As used herein, a “second” video game refers to another game thatis not merely another instance of the first video game loaded orexecuting on a different server. The second video game has differentmechanics, goals, objectives, features, and/or gameplay from the firstvideo game.

In some aspects of the disclosure, the experience accumulated in a firstvideo game may be exported to a different game. For example, the Battleexperience and/or Free experience points may be exported to a secondvideo game to allow the player to acquire objects in the second game. Insome examples both may be exportable. In other example, only Freeexperience may be exported from one game to another.

FIG. 10 illustrates an aspect of exporting experience points to a secondgame. In step 1001, the system determines the value of the experiencepoints in the first video game 1001 for a particular experience class.In step 1002, the system contacts a video game 1003 (e.g., by contactinga central exchange server, using a lookup table, or the like) and maydetermine, in step 1003, the value of experience points in the secondvideo game.

Experience gained in the first video game may but need not be awardedthe same value as experience in the second game. Optionally, the secondgame may employ an exchange rate to alter the value of experience pointsgained in the first game (steps 1004-1006). In step 1004, the softwaredetermines whether the second game requires that experience points fromthe first game are converted according to an exchange rate. If so, step1005 determines the new value for the first game experience pointsbefore adding them, in step 1006, to the second game experience points.On the other hand, if there is no need to alter the value of the firstgames experience points, then, in step 1006, the experience points fromthe first and second game are combined. When experience points aretransferred from a first game to a second game the points in the firstgame may, but need not, be reduced or eliminated from the player'saccount in the first video game. In step 1007, the software determineswhether the experience points in the first game should be reduced. Theamount of the reduction may be determined by either the first game orthe second game (not shown). If the software determines the experiencepoints should be decreased, the points in the first game are decreased(step 1008). By allowing the player to retain experience points in thefirst game, the player is enticed to play the second game whilecontinuing to play the first game. In step 1009, the software determineswhether there are one or more additional classes of experience that maybe exported from the first game to the second game 1009. Each class ofexperience may be subject to a different exchange rate.

In other aspects, the player may directly export game objects. Forexample, if a player has developed an advanced tank and experienced crewin a first game, that tank and/or crew may be used in a second game thatfeatures other modes of combat in addition to tanks, such a groundtroops, planes, and/or battleships. In one aspect, the vehicle may bemoved or copied to the second game. In another aspect, the user might beable to export a vehicle object out of a first game and then import acomparable vehicle object into a second game. For example, when a userrequests to export a tank vehicle having attributes A, B, and C fromWORLD OF TANKS to another game involving airplanes (e.g., WORLD OFWARPLANES), an airplane object may be created having similar orcomparable attributes as the tank exported from WORLD OF TANKS. Asimilar or comparable ship, boat, or submarine may be created if theuser requests that the vehicle be moved to game involving seaworthyvehicles (e.g., WORLD OF WARSHIPS).

Object instances e.g. 551 may be exported from a first video game withone or more attributes 557 and/or one or more modules 559 associatedwith the object instance to a second, receiving, video game. In someaspects, all researched modules and vehicles researched and purchased inthe first game may be exported to the second game. In other aspects, thesecond game may dictate which modules and vehicles may be accepted intothe second game, and whether they vehicles and modules are acceptedas-is, or are imported as a comparable vehicle and/or module.

In other aspects, the first game may allow the player to exchange or“sell” the object instances 551 (e.g., vehicles, modules, and/orcharacters) for experience points that can be used to acquire objects inthe second game. Such a feature may find particular use where the objectand/or attributes might not be appropriate in the context of the secondgame. For example, a light tank may be appropriate for a second gameinvolving warfare set in the same or a similar era; however, the sametank may be inappropriate for a space-based warfare game. Further, byallowing the player to convert objects back into experience points thatmay be exported to the second game, the player is rewarded for time andmoney spent in the first game. The player will therefore be enticed tocontinue playing games that share the portable experience system,greatly enhancing player retention.

The present aspects have been described in terms of preferred andexemplary embodiments thereof. Numerous other embodiments, modificationsand variations within the scope and spirit of the appended claims willoccur to persons of ordinary skill in the art from a review of thisdisclosure.

What is claimed is:
 1. One or more non-transitory computer readablemedia storing computer executable instructions that, when executed byone or more computer processors, cause a system to perform: defining afirst class of experience in a first graphically simulated virtual worldhosted on one or more game servers, said graphically simulated virtualworld simulating two opposing pluralities of military vehicles, whereinthe first class of experience is earned when a user uses a first vehiclein the first plurality in the graphically simulated virtual worldagainst a second vehicle in the second plurality, wherein unless apredetermined condition is met said first class of experience is usableonly to unlock objects in a same tech tree as the first vehicle;defining a second class of experience in the first graphically simulatedvirtual world, wherein the second class of experience is earned when theuser uses the first vehicle in the first graphically simulated virtualworld, and wherein the second class of experience is usable to unlockvehicles other than the first vehicle, and further usable to upgradeobjects not compatible with the first vehicle; and transferring thesecond class of experience from the first graphically simulated virtualworld to a second graphically simulated virtual world, wherein thesecond graphically simulated virtual world is not another instance ofthe first graphically simulated virtual world.
 2. The computer readablemedia of claim 1, wherein said instructions, when executed, furthercause the system to perform: receiving user input to convert the firstclass of experience to the second class of experience; when thepredetermined condition has been met, converting the first class ofexperience to the second class of experience; and when the predeterminedcondition has not been met, preventing conversion of the first class ofexperience to the second class of experience.
 3. The computer readablemedia of claim 1, wherein the predetermined condition is all objects inthe same tech tree as the first vehicle have been unlocked.
 4. Thecomputer readable media of claim 1, wherein the predetermined conditionis the payment of money by the user.
 5. The computer readable media ofclaim 1, wherein the predetermined condition is the payment of in-gamecurrency by the user.
 6. The computer readable media of claim 1, whereintransferring is performed by: determining an exchange rate between thefirst video game and second video game; removing a user-requested amountof the second class of experience from an account associated with theuser in the first video game; and adding experience points to an accountassociated with the user in the second video game, said added experiencepoints calculated by multiplying the exchange rate by the user-requestedamount of the second class of experience.
 7. A system comprising: aprocessor; and memory storing computer executable instructions that,when executed by the processor, cause the system to perform: defining afirst class of experience in a first graphically simulated virtual worldhosted on one or more game servers, said graphically simulated virtualworld simulating two opposing pluralities of military vehicles whereinthe first class of experience is earned when a user uses a first vehiclein the first plurality in the graphically simulated virtual worldagainst a second vehicle in the second plurality, wherein unless apredetermined condition is met said first class of experience is usableonly to unlock objects in a same tech tree as the first vehicle;defining a second class of experience in the first graphically simulatedvirtual world, wherein the second class of experience is earned when theuser uses the first vehicle in the first graphically simulated virtualworld, and wherein the second class of experience is usable to unlockvehicles other than the first vehicle, and further usable to upgradeobjects not compatible with the first vehicle; and transferring thesecond class of experience from the first graphically simulated virtualworld to a second graphically simulated virtual world, wherein thesecond graphically simulated virtual world is not another instance ofthe first graphically simulated virtual world.
 8. The system of claim 7,wherein said instructions further cause the system to perform: receivinguser input to convert the first class of experience to the second classof experience; when the predetermined condition has been met, convertingthe first class of experience to the second class of experience; andwhen the predetermined condition has not been met, preventing conversionof the first class of experience to the second class of experience. 9.The system of claim 7, wherein the predetermined condition is allobjects in the same tech tree as the first vehicle have been unlocked.10. The system of claim 7, wherein the predetermined condition is thepayment of money by the user.
 11. The system of claim 7, wherein thepredetermined condition is the payment of in-game currency by the user.12. The system of claim 7, wherein transferring is performed by:determining an exchange rate between the first video game and secondvideo game; removing a user-requested amount of the second class ofexperience from an account associated with the user in the first videogame; and adding experience points to an account associated with theuser in the second video game, said added experience points calculatedby multiplying the exchange rate by the user-requested amount of thesecond class of experience.
 13. A method of administering a massivemultiplayer online game, comprising: defining a first class ofexperience in a first graphically simulated virtual world hosted on oneor more game servers, said graphically simulated virtual worldsimulating two opposing pluralities of military vehicles; awarding anamount of the first class of experience to a user in the firstgraphically simulated virtual world when the user uses a first vehiclein the first plurality in the graphically simulated virtual world toaccomplish an objective associated with the first plurality of militaryvehicles, said objective being defined as mutually exclusive to anobjective associated with the second plurality of military vehicle;restricting said first class of experience for use only to unlockobjects in a same tech tree as the first vehicle, unless a predeterminedcondition is met; defining a second class of experience in the firstgraphically simulated virtual world; awarding an amount of the secondclass of experience to the user when the user uses the first vehicle inthe first graphically simulated virtual world to accomplish theobjective; permitting use of the second class of experience to unlockvehicles other than the first vehicle, and further use to upgradeobjects not compatible with the first vehicle; and transferring thesecond class of experience from the first graphically simulated virtualworld to a second graphically simulated virtual world, wherein thesecond graphically simulated virtual world is not another instance ofthe first graphically simulated virtual world.
 14. The method of claim13, further comprising: receiving user input to convert the first classof experience to the second class of experience; when the predeterminedcondition has been met, converting the first class of experience to thesecond class of experience; and when the predetermined condition has notbeen met, preventing conversion of the first class of experience to thesecond class of experience.
 15. The method of claim 13, wherein thepredetermined condition is all objects in the same tech tree as thefirst vehicle have been unlocked.
 16. The method of claim 13, whereinthe predetermined condition is a payment by the user.
 17. The method ofclaim 13, wherein transferring comprises: determining an exchange ratebetween the first video game and second video game; removing auser-requested amount of the second class of experience from an accountassociated with the user in the first video game; and adding experiencepoints to an account associated with the user in the second video game,said added experience points calculated by multiplying the exchange rateby the user-requested amount of the second class of experience.